Frame Time significantly exceeds the weight of other values, such as Game, Draw RHIT, GPUTime. This occurs if you remove the frame lock from 60 fps and assign it, for example, to 144 (It is stable when locked on 60fps). In this case, every 0.5 - 2 seconds there is a huge drop in fps (from 100 to 20). Also, the problem worsens if you increase the resolution scale.
Unreal Engine 5.4.4. And it is happening in the built game (not in editor, can be shipped for development or shipping).
My question is not about why frame time is larger than other things. It is more like why is it stable at limited 60fps but it turns into a mess when it is limited for example at 120.
If you lock ( or smooth ) the framerate, and the target is achievable for the GPU, the total frame time will be pretty consistent. That’s what you’re asking for.
If the target is too high, I assume it behaves like its unlocked, which could expose spikes. And that could very easily be different between editor and packaged game.
Finding out what’s causing the spikes is not a bad idea, but then you need insights again.
As I see CullPipe takes too much time for some reason (probably it is because of distance culling on the scene but I don’t understand why everthing is stable at 60 fps)
Here is a file if you want to explore it yourself.